Walkthrough Table of Contents
- Chapter 1: Capsized Da Capo
- Chapter 2: Fathomless Grave
- Chapter 3: Antiquity Stranded
- Chapter 4: Bilge Water
- Chapter 5: The Drowning Sailor
- Chapter 6: Dockside Dirge
- Chapter 7: Forlorn Isle
- Chapter 8: Lighthouse Lullaby
- Chapter 9: Key Chain Key Change
Welcome to the Into Indie Games walkthrough for Murder on Space Station 52.
For more information on Murder on Space Station 52 beyond this walkthrough, check out the official website here.
Chapter 5: The Drowning Sailor
We start this chapter in an alley. Our first goal is to get out of this alley, for which we’ll need to turn off the steam that’s blocking the way.
Grab the pliers at the very left end of the junk pile. Then, look at the bottom of the screen for what appears to be a handle. Look at it and then interact with it.
Use the fancy ice pick on the Bypass Cover that is connected to the steam mechanism. Then, in your inventory, combine the fancy ice pick with the pliers.
You’ll get a metal bar from that interaction. Use this metal bar on the bypass.
You can now leave the alley, but before you do, we should do a few things here. First, interact with the broken TV on the dumpster to watch a small cinematic.
Then, pick up the tangled fishing line in the dumpster. Finally, interact with the cleaner bot to get a dead battery.
Now look at the building beyond the street, and go to the entrance of this building.
You’re now in the entrance lobby of The Drowning Sailor. Begin by interacting with the orange elevator.
Then, go to the right and you’ll find an old sword that’s fallen to the ground thanks to the quake. Pick it up.
Next, use the old sword on the sail canvas that’s to the right of the entrance door. Use the pliers on the panel that has been revealed.
You must now find hidden nodes in the lobby (with the aid of the scandroid) and switch them to the right symbol as shown on the note on the panel. The ‘time’ shown for each node denotes where the node can be found, provided the elevator is the centre of an imaginary clock.
Therefore, to find the 24:00 node, go north of the elevator – to the device button. Switch it to a triangle.
For the 02:00 node, go as far northeast as you can in the room (or refer to the screenshot below). Switch this to a circle.
For the 21:00 node, go to the left of the elevator and you’ll find the node between the two rocks. Switch this to a square.
Then finally, for the 15:00 node, go to the right of the elevator, near the two barrels. Switch this to a triangle.
Now go to the device button to the north of the elevator and interact with it. Pull out the sword from your inventory and use it on the device button to slot it into the aperture.
The elevator lights up and you’re free to use it to go down now. Before you do, though, pick up the two shiny objects in the lobby. One of them is on the barrel to the west of the elevator, and another is in the debris to the southeast of the elevator.
On taking the elevator, you’ll now find yourself at the aquarium corridor. Go left (remember to click on the floor, not the wall) and along the way you’ll find a matchbook. Pick it up.
Then go all the way left to the tavern.
On entering the tavern, proceed southwards and you’ll enter into conversation with a bar patron. This gives you a couple of objectives in the form of bottles to acquire, but first – go talk to the tentacled barkeep.
After the conversation with the barkeep, you’ll have your main objective: to ‘sort out the lavatory problem’.
To do this, we’ll have to fix the cleaner bot we found in the alley. If you go back there, you’ll find that you need four items to fix it: cleaning brushes, an ocular lens, some liquid cleaner, and a charged battery.
Now, back at the tavern – pick up the shiny object on the table to the west of the barkeep. As usual, it’s a coin.
Next, go to the far right of the screen and then go through the closed door to reach the Storage.
Here, you’ll find a camera frozen in ice to the right of the screen. Use your sail canvas on it and then the matchbook on the sail canvas.
With the camera acquired, open your inventory and use your pliers on the camera to acquire the ocular lens.
Now read the note on the window, just above the console that’s used to dispense drinks.
The instructions on this note are cryptic, but here’s how to solve them.
The initials ‘YL’, ‘BL’, and ‘OR’ stand for Yellow, Blue, and Orange respectively, which also correspond to the colours on the console.
The YL instruction says to go clockwise 5 times, and counter-clockwise 3 times. If you start from 1 as shown to the right, you will end up at 3. Therefore, yellow is 3.
Set the yellow bar on the console to 3 points.
The BL instructions says to go clockwise ‘YL’ times, i.e. 3 times, and then clockwise again 6 times. This lands us at 2.
Set the blue bar on the console to 2.
Finally, for OR, go clockwise ‘BL’, i.e. 2, and then counter-clockwise ‘YL’, which is 3. So we end up at 4.
Set the orange bar on the console to 4.
Finally, hit the circular Enter button on the console and you’ll get the bottle the drunk patron needs.
Return to the Tavern and hand over the Pink Strawberry Cloud to the bar patron.
You’ll gain another coin through this, which should be your fourth coin so far.
Now we go to the far right of the Tavern screen, where another bar patron is knocked out cold on their table.
Pick up the note on their table and then hold it so that the holes in the note are directly over the lights on the patron’s back.
These are again instructions for the console, but they’re even trickier to figure out.
To solve this, look at which colours are not white, and then find out which of the numbers marks both colours.
Orange relates to 1, Yellow relates to 4, and Blue relates to 2. Therefore, the combination you need to enter in the console is 4 for Yellow, 2 for Blue, and 1 for Orange.
Put away the note and return to the console in Storage. Set the console as mentioned above, and hit the Enter button on the console.
This clears up another item from our list: the liquid cleaner.
Now while you’re in Storage, pick up the shiny object to the right of the console, if you haven’t done so already.
This will be your fifth and final coin, provided you’ve picked up all the coins as instructed in this chapter guide.
Go back to the Tavern and this time, go right to get to the Corner.
Here, use your coins with the jukebox and you’ll be offered 4 music tracks to play.
Play the first track from the top, then the second, then the fourth, and then the third.
Now that the tentacle has tired itself, pick up the broken mop on the floor. You’ll get the Mop Handle and the Mop Head in your inventory.
The Mop Head qualifies as a cleaning brush, leaving us with the final item: a charged battery.
Exit the corner to the Tavern, and then exit again to the Tunnel from where you entered the tavern.
Go right, so that you can see the Lynx Jellyfish in view. Here, open up your inventory and use the tangled fishing line with the Deathrattle Moonshine. Then, use the fishing line with the Mop Handle, and use that combination with the Dead Battery.
Finally, use this combination with the Lynx Jellyfish in the aquarium.
With the battery charged, exit to the right to reach the Entrance again. Go back to the alley to find the broken cleaner bot, and interact with the cleaner bot to fix it at once.
Go all the way back to the Tavern now and use the Street Cleaner Bot with the bathroom.
With that done, return to the Barkeep and talk to him. This concludes the chapter, taking you to Chapter 6.
Head to the next part of our walkthrough of Murder on Space Station 52 here!
































